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Everything posted by subtlestrike
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If you're still taking requests, I've one: Fallen Priest Garment. Skyrim doesn't have real holy robes, only modest ones, and I need something like... -Mage Robes (pick any between Novice and Master) -Mystic Tuning Gloves -College Boots -Mage Hood They have to be originally white and yellow, but somewhat dirty so as to be slightly gray and brown. And ragged on the hems and wrists, that would be cool. And it's got to be standalone! :D
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I recently got a Dwemer race mod but was not satisfied with all the details, so I refined most of them. Only thing left is to create a new Lesser Power, but I don't know how to create scripts. Project is this: The lesser power is Fire and Forget, maybe with the Paralysis projectile, with a cooldown of 10 minutes. If the power hits an automaton, it is stunned for a short time. While stunned, it can be rewired (lockpicked) to be a follower. ---The lock level must be determined by the automaton's size, with Centurions also being immune to rewiring if the character's Lockpick level is lower than 90 - they can still be stunned, however. Spider is Novice, Sphere is Adept, Ballista is Expert, Centurion is Master. ---There should be a max number of chances that an automaton can be rewired per use of Control Automaton, with 1 chance for every 20 lockpick skill. I think I know how it can be done. While the automaton is stunned, a container is created in its place, Glass Display should work as it doesn't open a real container or forces cell transfer. If it is opened within the allotted chances, it disappears and the automaton's behavior package becomes that of an animal follower, and also the player faction is added to it. That's "all"!
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Simple idea from a comic in DeviantArt: get into your kitchen with eggs and flour and milk and horker meat, bake a delicious Dragon Bait Pie, go outside of your house and wait for a dragon to spawn! Why the oven requirement? Because it makes sense. Why the horker meat? Because it's large, hearty and not so easy to get. Why not just use console commands? Because that's not immersive. Why make this mod at all? For some people (me) dragons will only spawn in "fly-by" mode and they're too hard to lure. Also it's just 1 recipe, 1 item and 1 script to spawn a leveled dragon. Barely a 5-minutes work. I'd do it myself if I knew anything about Papyrus scripts.
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- cooking
- hearthfire
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(and 2 more)
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I have a few projects of my own that do need help from people who know their scripts... But right now my dream mod is "SIMPLE Unarmed Block" - no dual parry, no shield-gauntlets, no perk overhaul - just that, nothing else, simply block like in Fallout 4! (of course it has to raise Block)
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LE make the bandit leaders look like real bosses
subtlestrike replied to theaerain's topic in Skyrim's Mod Ideas
If you want them to just look like bosses - if their matching heavy set isn't enough... - then I don't know how to help. But if you want Bandit Leaders to BE bosses, as in, they'll kick your butt in a split second, go for http://www.nexusmods.com/skyrim/mods/40491/? -
So here's a little idea: I need a chest that, upon interaction, opens a dialogue with some options. Upon choosing one, the chest is filled with items related to the chosen option, and the dialogue never comes up again. I know the logic behind it, just raise a flag when the dialogue is closed, but I need to know the specifics of how to do it all.
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There is this Soul Trap Poison mod, but the recipes for each poison are ridiculously expensive and the effects don't last long, so I aim to fix that. I asked Dante (red name) in chat and he said that I can do the "same" mod as long as I do it from scratch. I more or less know what I need for every poison: 1 recipe, crafted at the Cooking Pot. Easy. 1 poison item (bottle) to be generated from the recipe and to be applied to weapons. Can't find a single poison to copy. 1 poison effect that will be 'cast' by the poison bottle. Can't find that either. 1 script that causes a poison to use a magic. Doable, but not by my skills. I know that if I wanted to make it through Alchemy I'd need new plants to add the Soul Trap effect to them, but that's too much hassle for me. I just need to make 5 poison bottles that are cooked with three reagents, each increasing in effect duration and reagent complexity.
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This mod would work this way: rather than being just a "Bound Armor" set of spells like in Oblivion, it would be an improvement on that. It would be dependent on all relevant skills. -If your Heavy Armor skill is higher, Heavy Armor is conjured. Same for Light Armor. -Not only does the corresponding Armor skill decide what you get, but also its level determine the quality. -Bound Shields should be added as well, both options being present but using the same graphics (unless someone makes Daedric Light Armor and Shield). -Duration and cost would be decided by Conjuration, as expected. The big selling point I want to see made is said armor being enchanted! So, you learn the spell, then you use a Daedric Altar (or a MCM) to alter what enchants your armor will have. This part is entirely ruled by Enchanting, as you need to know which spells are added to your armor. (if this could be extended to the weapons I'd sweat bricks of joy). This mod, if done correctly, can entirely alter how people play with Conjuration - not simply some mid-quality weapons and minions, but a thing beyond itself. Hell, we can even add a Master spell to quickly fit all allies and thralls in one go! --------- Seeing how Bound Weapon spells work, I figured a little of it. I'll need the books to learn the spells (easy), the spells to cast the effects (easy so far), the effects to bring the armor pieces into existence (can't figure how), the armor pieces themselves (easy with dummy items, out of my reach for the real bound armor pieces with proper shaders). Then there's the real hard part, scripts. I've seen that "Conjure Weapon" gives either the common or the perked version by verifying if the perk is active, so I'm guessing that "Conjure Helmet" can give light or heavy helmet by using a simple "which armor skill is higher" check. But for the armor to actually give armor points according to Armor skill scripts are necessary. Also if things are like I'm thinking they are, with scripts it should be easy to add enchantments to the base items that are conjured, so they come out conjured every time, and that part should be done via an Altar or MCM - also these modifications must be exclusive among save files.
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- daedric
- conjuration
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My brother does play it a lot. He's in this corporation that blew up the first citadel some time ago (Yay for World First! achievement)
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So, I have an idea for a little mod that many people do but no one does in an elegant way, and for such I need instructions on how to apply dialogue to a container. I need a chest that, when opened, gives 3 options: Cloth, Light, Heavy. Upon closing this dialogue, the chest opens to reveal a set of gear related to the chosen option. This is to have all the goodies without giving extras that can be sold, so the mod gets to be useful in the right measure. Same method should then be applied to a chest full of weapons. Open it, respond the dialogue, get only the requested weapon.
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LE ModReq: Transfer Enchantments.
subtlestrike replied to subtlestrike's topic in Skyrim's Mod Ideas
Many THANKS for pointing it out :D IT'S PERFECT! Just have to check compatibility, and then get going! -
It's simple. Add some sort of new table (or option to the current enchanting table) that lets you transfer enchantments from one item to other. You pick the item with the enchantment, then the item you want to move the enchantment to, then you select a filled Soul Gem of the correct size (most enchantments from leveled lists have 5 tiers, so). Details: The enchantment is only copy-pasted, can't improve with this method. The first item is destroyed as usual. A secondary enchantment can be placed, but for that you need 2 Soul Gems, one for the new enchantment and the other to keep the item stable while receiving a new enchantment. For difficulty, it can require a Black Soul Gem because those are rare. Who's going to use this? People who don't want to spend points and time in Enchanting, primarily. It's quite a gameplay improvement, really, you can have the enchantments without breaking your game by getting free extra points from Enchanting, and you can't do it for money either, while also letting people have good gear and stimulating dungeon-delving and shopping/trade. P.S.: Compatibility for Wintermyst and Better Soul Trap are a good thing to have.
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So, I'm getting pretty annoyed that, upon first meeting, certain NPCs will allow for some specific trading, like the Abernathy girl swapping melons for caps, Supervisor Brown trading in crops, Dr. Penske trading in Fertilizer. Well. It so happens that all of these are involved in quests which alter their states, they become "Oh thank you eternally" eternally, making it impossible to get trades from them (luckily Calvin isn't affected, bless that man), which is something I want to do. Is this situation repairable as of now, with Fo4Edit? Make these folks stop being so thankful for saving their lives?!
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So, hello. As the title suggests, I have found undetectable land mines. Well, undetectable because I have the Sneak perk so I can't trigger them. But let me explain the problem. I went on to clear out Kingsport Lighthouse. On the path up there's a laser tripwire with a radiation emitter, no big deal, and in the middle of the trees and all around there's properly placed, visible traps. But imagine my surprise when I take over the place and set a supply line from somewhere else, the provisioner comes by that same route past the first laser tripwire, and BAM plasma mine puts him down AND deletes the pack brahmin, which erases the supply line. Yeah, the pack brahmin doesn't explode or drops dead, it vanishes. After a few retries and some observation, I managed to find the stray plasma mine. I noclipped through the concrete at first and couldn't target anything, but on a more careful inspection, I found that the mine was placed on a ground layer just below the "asphalt" layer, so it couldn't be targeted if looking from below or from above. Then I decided to go further, and after the rusted car I found a Nuke Mine in the same fashion: just below the asphalt, hard to spot if you don't know how to look. So, for the benefit of everyone, could someone who makes those "General Fix" mods add these mines to their list? I don't know how often land mines decide to noclip their way down, but many will complain about it. Screenshots are provided. http://i.imgur.com/UY0irXl.jpg http://i.imgur.com/DzKOaPy.jpg
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Simple as it sounds, make the tall, rusted fences and gates craftable. Apart from aesthetics, it helps with resources - like, right now I only scrap fallen trees, stumps and branches or trees right where I need to build a fence, which leaves me with very little wood to use, while Steel is abundant. The only things that really need shielding are crops, generators and water purifiers, so no need to put expensive (for me) junk fences all over - and wire fences are not very imposing, those don't even reduce hit chance because they're so small.
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Mod request, speed up terminal after 'unlocking'
subtlestrike replied to AtmaDarkwolf's topic in Fallout 4's Mod Ideas
For me it's about 6 seconds, but really this is a pointless waste of time. Anyone that can fix this will be making the community a BIG favor. -
Hello, people. I've recently noticed a small detail on the game's behavior: whenever I get a random Minutemen quest through the Freedom Radio, it will tell me the name of the settlement, but it may point to settlements that I emptied to fill in the Castle or Sanctuary, and the settler I need to talk to is indeed from the mentioned settlement. which gives... Settlers have a "original location" tag that is not modified at all upon moving them between places. My request / suggestion here would be, if someone knowledgeable could pick on settlers' codes, figure a way to find that tag - people may want to reassemble settlements for one reason or another, and that bit will help clear confusions when getting Minutemen quests.